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You are here: Forum Home / Autodesk® Softimage® Modtools / Unreal Technology 3 (ActorX) / XSI to Unreal 3 Engine Workflow tips[Assigning Materials to Meshes in Unreal3]
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XSI to Unreal 3 Engine Workflow tips[Assigning Materials to Meshes in Unreal3]
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  • Total Posts: 45
  • Joined: 30 January 2008 03:57 PM

Hey Guys you might already know this but I though I would throw it out there.

To skip the manual process of reconnecting Unreal materials to your imported mesh from XSI in the UnrealEd you can do the following:

[B]1. [/B]Create all of your Unreal materials in the UnrealEd before any import of your meshes created in XSI
[B]a. [/B]When creating you Unreal materials you want to make sure that your Unreal material names matches the names of the material names applied to the mesh you have created with XSI.

[B]2. [/B]Import your static or enveloped meshes into Unreal editor.
[B]a. [/B] By doing this after you a have created the respective Unreal materials to match the ones created in XSI you are letting the Unreal editor to all the work of material assignment.

[B]Notes: [/B]
I suggest creating a standard naming convention for your materials in XSI giving them a prefix or suffix so that you can have a direct correlation to UnrealEd and stay organized and don’t have bunch of materials named “material1...etc”

If you have a programmer available you can work on some lower level solutions with the Unreal source to improve the whole material creation process.



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  • raul
  • Posted: 05 September 2008 06:12 AM

Nice! I was wondering if there was a faster way to do that. Thanx!



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